This video contains two recent matches I had with the Schuzrum Galluss on Gundam Battle Operation 2. It is a 500-550 cost raid with instant knockdown melee, ridiculous melee burst damage, a heavy staggering heat rod style weapon, absolutely incredible walking speed, great boosting speed and Close Combat Program to gain stagger resistance while holding a melee weapon. It has many drawbacks however; such as only having 5 thrust, being squishy, the shotgun being very inconsistent to stun with along with lacking any kind of midrange damage whatsoever. This suit is hyper specialized to the point where it can deal gigantic damage to anybody that gets close enough regardless of type disadvantage, but it completely lacks the versatility that a raid normally needs. It is often talked about as if it is overpowered online but I think it is actually easily countered. I hope that you enjoy watching!
Its primary weapon is a sawed off shotgun with 200x15 power, 3 ammo, 4 seconds cooldown, 13 seconds reload, 0.5 seconds swap time, 150m range and 17%x6 stagger value. At first glance this appears to be an upgraded version of the Efreet shotgun, but the stagger value is cut in half if you compare them. The increased spread on top of that makes this rather inconsistent to use.
Its primary melee weapon is a pair of spike shields with 1850 power, 1.5 seconds cooldown, 0.5 seconds swap time, 100% side swing modifier, 65%x2 downswing modifier and 105%/110%/120% combo modifier. This has low single hit power but it can swing 4 times in a row with increased damage per hit the further you get into the combo. It also instantly knocks down, so you can easily knock over enemies with regular swings.
Its first sub weapon is a magnet wire with 2300 power, 5 seconds cooldown and 0.5 seconds swap time. This works the same way as heat rods and sea serpents found on other suits, the suit stops in place while firing a heavy staggering wire in front of itself. Ideally you can combo your shotgun into this and from there a full melee combo, but you will often be using this raw because of how inconsistent the shotgun tends to be.
It also has two large shields on each shoulder with 4500 HP. These have good coverage and can really help alleviate issues with the suits low durability. Each shield boosts walking/turning speed by 15% once broken, which works out to 184 walking speed with one shield broken. I am not completely sure if this can go beyond the normal walk speed limit of 200, but if so then the second shield would boost walking speed to 211 if broken.
The LV1 Schuzrum Galluss has 14000 HP and 16 in every resistance. This is horribly low durability, many generals can take you out in one melee combo if they can work around your shields. It has Emergency Evasion for a defensive skill, but instead of Maneuver Armor it gets Close Combat Program. This skill grants ranged instant stun resistance, +5 walk speed, +10 boost speed, +5 turning speed and 100% walking speed in every direction but only while holding a melee weapon. This is a very powerful skill since it prevents you from being stunlocked at range and boosts mobility, but you lack the increased stagger accumulation resistance with the LV2 Maneuver Armor skill that other raids get.
It also has 160 (165) walk speed, 225 (235) boost speed, 5 thrust and 78 (83) turning speed. This is insane mobility on paper but having just 5 thrust means that you instantly overheat your thrusters with a single tap of the boost button unless your custom parts bumps your thrust to 16 or higher. This means that you rely almost entirely on your walking speed to chase down supports with, but they can just easily kite you by boosting away. This weakness does not exist in space since the reduced thrust consumption there means you can basically play like a regular suit with enough thrust investment. You also lack the Forced Injectors and Flight Control skills.
Overall I think that Schuzrum Galluss is one of those suits that seems overpowered if you don't know how to counter it, but its gameplan completely falls apart if you do know how. In matches against S- players and some A+ you will find them just kiting you around and wittling you down with shooting, denying you the opportunity to ever engage in melee. You lack the mobility or midrange shooting to really contest a smart support as well, so you cannot perform your role as a raid at all in some matches. In matches with majority A or A+ ratings you will probably find them fighting you close up as if you were a normal raid, giving you the opportunity to go on a melee rampage. So the strength of this suit on the ground heavily depends on the skill of the players you are fighting, with it being good against all ratings in space due to it being able to boost around normally. Thanks for watching!
Music used:
Shin Megami Tensei III Nocturne, Last Battle (After Transformation)
Dynasty Warriors Gundam 2, A Good Thing is Possible
29 сен 2024